Single Player Campaign Frustration
Posted: Mon Nov 24, 2003 7:32 pm
East, you are a great chap, thank you very much for your reply! What you said has revived my hope that you will improve your game to its full potential, which is the best naval simulation on the market. And I think it's just great to have a developer who actually listens to their customers.
I don't know about the expectations of others, but I think if you really fix the things you mentioned it will be in the interest of the majority of players, and it will scare nobody away from the game.
Points to improve would IMO be:
> The easier level you mentioned is great, because right now the game is too hard for me!
> Engagements should start out at a greater distance, so that the player can devise a strategy and stay undetected for a while. I don't want to blow up things instantly, I want to be a hunter!
> When I play a submarine mission I end a mission only when I have returned to the surface and successfully evaded the escorts. Right now this is only possible if I have destroyed the escort ships, which I don't like. It would be much better if I could hide and stay submerged long enough until the surface ships have given up looking for me.
> It just shouldn't happen that a submarine is destroyed if it submerges right at the beginning of the mission and stays at crush depth without moving, or that airplanes come straight at me before I have done anything.
> You don't have to implement a dynamic campaign (but I wouldn't mind!), I would be happy with random missions where I can adjust variables like opposition type/strength, starting distance, weather. I especially would like random missions where I face real convoys with just a few escort ships. When I think about it, it shouldn't be so difficult to implement that because you already have random patrols. (And I would also like to play the nimble super-cool Type VII in patrols, why is that not possible?)
> It would be great to have the mission in an open format like XML, because people could create their own missions. There might even be people who create a custom campaign generator like the ones that were made for CFS2 or IL-2. If you don't mind ;-)
Concerning realism, I don't think SHII failed because it was too realistic, but because it didn't have a random campaign, and because many good features were broken. Just look at how great CAOD has been though it was a pure simulation, there are still people playing it today.
Apart from that I think any more comparison between SHII and ERT is pointless, because the publisher of SHII made about any mistake they probably could, from sacking of the initial development team Aeon (who wanted to create the ultimate submarine simulator and fell from grace), to the regrettable AI, to abandoning the game post release, i.e. no patches to fix the many things that were broken. None of that can be said about ERT.
I would say you are too modest when you say you could not refine ERT enough, I think the core game is very solid, I had no crashes, bugs etc, and nearly everything, the sound, setting, athmosphere is very neat. I am a developer of CAD/Database software myself, and I would be proud if my software was always so polished :-)
I will tuned and I wish you a lot of success with the future development of your great game.
I don't know about the expectations of others, but I think if you really fix the things you mentioned it will be in the interest of the majority of players, and it will scare nobody away from the game.
Points to improve would IMO be:
> The easier level you mentioned is great, because right now the game is too hard for me!
> Engagements should start out at a greater distance, so that the player can devise a strategy and stay undetected for a while. I don't want to blow up things instantly, I want to be a hunter!
> When I play a submarine mission I end a mission only when I have returned to the surface and successfully evaded the escorts. Right now this is only possible if I have destroyed the escort ships, which I don't like. It would be much better if I could hide and stay submerged long enough until the surface ships have given up looking for me.
> It just shouldn't happen that a submarine is destroyed if it submerges right at the beginning of the mission and stays at crush depth without moving, or that airplanes come straight at me before I have done anything.
> You don't have to implement a dynamic campaign (but I wouldn't mind!), I would be happy with random missions where I can adjust variables like opposition type/strength, starting distance, weather. I especially would like random missions where I face real convoys with just a few escort ships. When I think about it, it shouldn't be so difficult to implement that because you already have random patrols. (And I would also like to play the nimble super-cool Type VII in patrols, why is that not possible?)
> It would be great to have the mission in an open format like XML, because people could create their own missions. There might even be people who create a custom campaign generator like the ones that were made for CFS2 or IL-2. If you don't mind ;-)
Concerning realism, I don't think SHII failed because it was too realistic, but because it didn't have a random campaign, and because many good features were broken. Just look at how great CAOD has been though it was a pure simulation, there are still people playing it today.
Apart from that I think any more comparison between SHII and ERT is pointless, because the publisher of SHII made about any mistake they probably could, from sacking of the initial development team Aeon (who wanted to create the ultimate submarine simulator and fell from grace), to the regrettable AI, to abandoning the game post release, i.e. no patches to fix the many things that were broken. None of that can be said about ERT.
I would say you are too modest when you say you could not refine ERT enough, I think the core game is very solid, I had no crashes, bugs etc, and nearly everything, the sound, setting, athmosphere is very neat. I am a developer of CAD/Database software myself, and I would be proud if my software was always so polished :-)
I will tuned and I wish you a lot of success with the future development of your great game.